ScreenSpaceReflections shaders
Running Sample_ScreenSpaceReflections with Vulkan backend cause segmentation fault for me:
WARNING: material SSR/ScreenSpaceReflectionsVectors has no supportable Techniques and will be blank. Explanation:
Pass 0: Fragment program SSR/ScreenSpaceReflectionsVectors_ps cannot be used - not supported.
Segmentation fault (core dumped)
The fix I found is to modify shaders to use vulkan_layout() and other macros defined by Ogre in RootLayouts.md and disabling memoryless_depth_buffer.
My question is what would be the preferred way of organising folders/files? Should all the modified shaders still reside in the GLSL folder, or is it worth keeping original ones there and just have a VK folder with modified version? I can see some shaders having implementation with these macros in GLSL, but not all of them.
Thanks in advance.
The fix I found is to modify shaders to use vulkan_layout() and other macros defined by Ogre in RootLayouts.md and disabling memoryless_depth_buffer.
You did what!? PRs are welcomed!
My question is what would be the preferred way of organising folders/files? Should all the modified shaders still reside in the GLSL folder, or is it worth keeping original ones there and just have a VK folder with modified version? I can see some shaders having implementation with these macros in GLSL, but not all of them.
We recommend putting GLSL and GLSLVK together as the same file because nearly 99% of the code is the same, and the macros are reasonable enough to abstract the small differences.
SSR was given poor attention because our implementation ended up being quite subpar, but the technique as a whole ended up being quite underwhelming. Its difficult compatibility with MSAA is also another reason it wasn't given much attention.